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My crit rework: Numbers for former items,...

Creator: NicknameMy December 12, 2011 10:12am
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NicknameMy
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I talk about % increased damage of autoattacks(and abilities with featured crit before). It doesn't have dimishing returns.
With 100%, you deal the same damage like a normal crit before. With 160%, you deal the same damage like a crit with Infinity Edge+ Lethality . Gettin more than this is very hard to itemize.

All items which would be changed according to this:

Atma's Impaler: + 15% increased damage on auto attacks, +45 armor. Unique passive: You gain attack damage equal to 1.5% of your maximum health. 2355 gold

Avarice Blade: +10 % increased damage on auto attacks. Unique passive: Gain +5 gold per 10 seconds. 750 gold

Brawler's Gloves: +6 % increased damage on auto attacks. 400 gold

Cloak and Dagger: +20 % increased damage on auto attacks, +20 % attack speed, +35 tenacity. 1450 gold

Cloak of Agility: +15 % increased damage on auto attacks. 830 gold

Elixir of Agility: On use, grants 8 % increased damage on auto attacks and +12–22% attack speed (based on champion level) for 4 minutes. 250 gold

Executioner's Calling: +13 % increased damage on auto attacks, +15 % life steal. Unique passive: On hit, target suffers 4 physical damage per second for 8 seconds (maximum 4 stacks). Unique active: Target enemy champion suffers −50 % healing effectiveness for 8 seconds. 20 second cooldown. 1750 gold.

Infinity Edge: +20 % increased damage on auto attacks, +80 attack damage. Unique passive: +30 % increased damage on auto attacks, increases AD by 10%. 3830 gold

This one should make stacking IE on Critplank not OP.^^

Phantom Dancer: +25 % increased damage on auto attacks, +55 % attack speed, +12% movement speed. 2845 gold

Trinity Force: +10 % increased damage on auto attacks, +30 ability power, +30 attack damage, +30 % attack speed, +250 health, +250 mana, +12 % movement speed. Unique passive: On hit, 25% chance for target to be slowed by 35 % for 2.5 seconds. Unique passive: On cast, for 10 seconds, your next standard attack deals extra damage equal to 150 % of your base attack damage. Cooldown 2 seconds. 4270 gold

Youmuu's Ghostblade: +12 % increased damage on auto attacks, +30 attack damage. Unique passive: +20 armor penetration, +15 % cooldown reduction. Unique active: Gain +50% attack speed and +20 % movement speed for 4 seconds. Attacking enemies with melee attacks increases the duration by 2 seconds to a maximum of 8 seconds. 60 second cooldown. 2687 gold

Zeal: +8% increased damage on auto attacks, +20% attack speed, +6% movement speed. 1195 gold

Some champion abilities have to change, too:

Ashe's Focus increases her % increased damage on auto attacks by 2 / 4 / 6 / 8 / 10 / 12 % every 3 seconds while out of combat, which caps at 100%. Removed after the next attack.

Pantheon's Heartseeker Strike grants him 100 % increased damage on auto attacks against targets below 15% of their maximum health.
Spear Shot also critically strikes to deal 150 % of its total damage to enemies below 15 % of their maximum health. (this has nothing to do with % increased damage on auto attacks)

Tryndamere's Battle Fury passively increases his % increased damage on auto attacks by 0.3 % per point of Fury he currently has.

Masteries:

Lethality increases your champion's % increased damage on auto attacks by 8 %.

Abilities, which triggered real crit chance, get now increased by % increased damage on auto attacks. Like Judgment(same way like crit) or Parrrley.

Runes:

Runes also need a change. Malice gets removed. Furor will get a little more than before.

Greater Mark of Critical Damage 2.3 % increased damage on auto attacks
Greater Seal of Critical Damage 0.8 % increased damage on auto attacks
Greater Glyph of Critical Damage 0.6 % increased damage on auto attacks
Greater Quintessence of Critical Damage 4.5 % increased damage on auto attacks

Seems like much, but think about the power of AD or Armorpen.^^

Finally...
Searz
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Permalink | Quote | PM | +Rep December 12, 2011 12:57pm | Report
Not a bad idea. (the IE change is bad tho)
I'd like that more than the random crit system.
But Riot likes how "visceral" crits are, so they're probably not changing them.
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I fail to see the point of this.
Are you saying that crits as they are now are too strong or too week?

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Lugignaf
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If you're changing that much, IE needs to be shot up in damage increase. 50% increase when a tenacity item gives a 40% increase...
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Searz
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They're too random. That's the problem.
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Lugignaf wrote:

If you're changing that much, IE needs to be shot up in damage increase. 50% increase when a tenacity item gives a 40% increase...

Ignore the balance. He knows he's terrible at balance.

It's painfully obvious since ALL the numbers are ******edly OP.
1% crit increases your damage by 1% at 200% crit damage and by 1.6% at 260% crit damage.
He just more than doubled all the numbers.
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Permalink | Quote | PM | +Rep December 12, 2011 2:46pm | Report
ZioSerpe wrote:

I fail to see the point of this.
Are you saying that crits as they are now are too strong or too week?


Neither, it's just the random aspect to them.
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Permalink | Quote | PM | +Rep December 20, 2011 10:00am | Report
Changed the stats again, it is now balanced, searz?

The only thing, I think which needs to be changed now is Infinity Edge, because it no longer seems like the best item. Maybe give it a passive, that increases the % increased damage on AA by a percentage amount?

BTW: Take also a closer look onto Executioner's Calling and the change I made. Would it now be viable?
Searz
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Permalink | Quote | PM | +Rep December 20, 2011 11:06am | Report
Nope. Still OP as ****.
You don't even know the math, so how could you make the numbers correct?
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hey... isn't this actually not hypocritical unlike how they praise the random crits but hate the just as random dodge that DOESN'T CAP AT 100%?????????? good idea, see Searz for good math...
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